Show Log Entry

Adventure Title
DDHC-WBW02-Hither
Session
6
Date Played
2024-09-21 14:00:00 UTC
Levels Gained
1
GP +/-
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
0000
Notes
# Teilnehmer: (3) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 3 (3) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 3 (3) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 3 (3) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 3 # Loot: **1x Potion of Growth** **1x Potion of Invisibility** **1x Potion of Diminution** **Potion of Invulnerability** *Potion, rare* For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron. **3x Spell Scroll:** Identify ... **Helm of Telepathy** *Wondrous item, uncommon (requires attunement)* While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. **Cloak of Displacement** Wondrous item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. *Made out of white feathers that once belonged to a owlbear called "Juniper"....* **Pipes of Haunting** *Wondrous item, uncommon* You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. # Story Awards: **With a Hoot and a Growl.** Sadly you lost one of your best friends Juniper. For the next 1d4 years every time you think about Juniper this makes you cry for 1d10 minutes. # Charakter Changes: **Level Up - Warlock: The Archfey 4** **ASI - Feat 4th Level: Fey Touched (CHA+1)** *General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)* Your exposure to the Feywild’s magic grants you the following benefits: **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. **Fey Magic.** Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Magic Items

Name Rarity Location Table Result Counts?
Helm of Telepathy Uncommon DDHC-WBW02-Hither: Bavlorna's Cottage true
Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Cloak of Displacement Rare DDHC-WBW02-Hither: Bavlorna's Cottage true
Wondrous item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. *Made out of white feathers that once belonged to a owlbear called "Juniper"....*
Pipes of Haunting Uncommon Octavian Meliamne the Bard true
Wondrous item, uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.